Okay, I just heard about all of the new changes to Final Fantasy XI that were announced at Vanafest 2010. Yeah I know, I must be living under a rock. In all honesty I’ve been playing some World of Warcraft, but more on that later.
So let me start with my overall impression of these changes: too little, too late. What? Blasphemy! I know, but that’s the impression I get.
So first of all, lets talk about the biggest change announced: Level 99. This is the single most game breaking change, that could have been announced. And in my opinion, its the main reason I said, too little, too late. I know that over the 8 years of FFXI, the developers were saying that raising the level cap would not be good for the game. However now, in the hey days, when they are trying to keep interest in the game, they announce level 99 as the new cap. Really? Instead of telling us that raising the level cap would break the game, the developers should have been looking at ways to keep it from breaking the game. The three expansions, post-US launch, should have raised the level caps. CoP should have raised it to 80. ToAU should have raised it to 85. WotG should have raised it to 90. And then, releasing the original add-ons could have raised it to 95. And the announcement at Vanafest this year, could have capped it to 99. This would have allowed the general progression of players in getting to the new caps, instead of what will occur now — go get your 24 levels now! Really SE? You’ve already chained the majority of your users to their computers, with HNM’s and other end game content, and now, we have to grind through 24 levels!? Thats just insane in my opinion. The game is a “job” for most of your users, but now you want the rest to follow suit? And thats exactly what will happen, because while some people may have worked on getting other jobs leveled to be sub-job capable, others did not. And still others, didn’t work on what would be the right sub-jobs, and will have to do even more grinding. Yeah, I’m talking about me here. You see, who is going to want a WHM99/BLM49? No one! Why? Because once a WHM gets to 80, everyone will want them to come WHM/RDM so they can get whatever benefits Convert will give, although I do believe SE will nerf this somehow. In fact, all mages will probably be required to come /RDM now so they can get the benefits of Convert, and 82, Refresh. For me, my RDM is like level 10 right now. Thats 39 levels to work on to get it sub-job capable, then 24 levels to cap WHM. Even with Fields of Valor and different types of Burn parties, thats still a lot of grinding to be done. I could go on and on about this, but I won’t. I think yall get the picture.
Of course, with the announcement of Level 99, also came talk of job adjustments. Well duh! But how ill SE handle these adjustments. I see several mentions of certain abilities and spells for the different jobs, but nothing set in stone yet. Like I mentioned above, for certain jobs, and certain job/sub-job configurations, will SE decide to nerf the capabilities of these classes, or end up making them more powerful, and unbalanced than they need to be? Only time will tell here.
The next thing I want to talk about is the Trial of the Magians. The general concept behind this system is really cool: be able to take that armor or weapons you have been using for awhile, and upgrade them, so they can still be used now that you are level 99. While the general concept behind the system sounds cool, didn’t you just release another equipment based system SE? Yeah thats right, I’m talking about the red-headed step child of crafting, Synergy. As I stated in my previous post, if properly implemented, Synergy could have been the greatest system devised for a game. However, poor initial implementation and low drop rates on certain crafting items, have meant doom for this system. So now SE wants to release another equipment system, without utilizing the other? Come on SE!! The developers and designers of Synergy have to be pissed that Trial of the Magians designers and developers are getting to do what they should have been allowed to do from the start! Just by looking at the video of what this system is supposed to do, I can tell its going to be a lot easier than what Synergy is. However, here’s what I would’ve liked to seen, based on the information released so far. First of all, add a new function to the Synergy furnaces called Tempering. Trade your weapon or armor to the furnace, and a tempering agent you receive as a quest reward from the Magians system. And while the other elemental based functions could be used, the main function you use in this process is Temper. Same thing occurs like with crafts, and you pull out your tempered item. Now Tempering would be used for the basic stats on an item: Delay, Defense, Attack, etc. Obviously higher level quests, result in better Tempering agents, for better results. So what about the other stats and things on your equipment and armor? Well thats what the other Magian quests are for. Say you want to add/increase the Strength attribute on your sword. You talk to the moogle, and start the Strength quest line. The rewards from these quests are evolith, with none of the elemental/shape mumbo-jumbo. For example, completing quest #1, could get you a STR+1 evolith, while completing the last quest, might get you a STR+50 or whatever evolith. Now these attribute evoliths could stack, or maybe they don’t. In addition there’s special quest lines so you can get evoliths to upgrade known or hidden stats, such as Cure Potency +10% on a light staff. This is just a thought, but it makes use of a system that was poorly implemented in the first place.
The final thing I want to talk about is the Abyssea add-ons. In my opinion, this is sounding like what the first add-ons should have been like. Some new areas. Some new equipment. Some new mobs. In each of the add-ons! It would be the equivalent, in my opinion, of releasing one expansion, based on what is known, over a set period of time. It will be interesting to see how these expansions are implemented. I know that the Walk of Echoes end-game area is supposed to be released, but as far as the actual content goes, is currently still unknown. Personally, I would like to see some more challenges geared around single party setups. Now I know Nyzul, and other things can be partied, but this would be different. World of Warcraft actually has a decent setup for their end game content, but the Abyssea stuff doesn’t need to be as elaborate. Or maybe it does… Anyway, give me a 6 man area, that I can fight dragons and what not, that drops what we will call normal loot. In addition, you also have 12, 18, 36, and uncapped content available, with rewards to match. What does this mean for the HNMLS scene? Nothing really in regards to the content, but for its members it means a lot. Lets say I am a new member in one of the shells, and they use the DKP system. Well, I’m pretty much screwed right from the get go, right? Now lets say the HNMLS runs normal 18, 36, and uncapped twice a week. Well, now I might be guaranteed some better gear. Now what if I got some friends together, and we did a 6 man run, well maybe now I’m guaranteed some good gear without spending those DKP yet. For the sake of argument, we will use a sword that is already in the game, but everyone knows: Excalibur. So lets say I do that 6 man instance with my friends, and an Excalibur drops, with STR+10, AGI+10, Haste +2%. Cool right! So what if the 12 man version is STR + 20, AGI+20, Haste +5%. Again, cool, and no DKP lost. Obviously HNMLS’s would come up with their own rules about these things, but if the rewards scale to the content, now every member of an LS can be getting good gear. I like the example of a trade system here, as long as the rewards were Ex, and not Rare/Ex, which could benefit the LS more. For example, as the new guy, I come into the LS with that Excalibur +2, and no DKP. I do a couple of runs, get lets say 50 DKP. Well Johnny McNoob gets in the LS and he doesn’t have an Excalibur of any kind yet. On an 18 man run, an Excalibur +3 drops, which would normally go for like 100 DKP. The boss says you can have the sword, for your 50 DKP, and trading Johnny your Excalibur +2. Might be a good deal you think! In stead of 5+ runs to get to the 100 DKP for the sword, you can do a trade, and now you have good gear, and Johnny has good gear! Everyone in the LS wins. Plus, for those that may not want to do the HNMLS scene, can get some friends together, and still get similar to what they might get in an HNMLS, plus they can experience the same type of content.
So thats my thoughts anyway. It will be interesting to see what comes out of these announcements, and how SE will respond and implement. Unfortunately, if past implementations are anything to go by, these new changes could be doomed to failure. By raising the level cap to 99, did SE possibly doom the rest of their content? It is a common complaint among WoW players, how each new expansion, effectively kills the end-game type content from the previous one. Case in point: with the release of Wrath of the Lich King, its gotten more common to hear shouts for pick up groups (pugs) for things like Onyxia’s Lair, and Black Temple. Instances, that at one point were only traversed by the elite of Azeroth.
And speaking of Azeroth… Okay, so I re-installed WoW on the new computer. Why you may ask? because I had reinstalled Warcraft 3 and Frozen Throne. And once I got back into the story, WoW became the biggest thought in the back of my mind. There are a few things about WoW that I have noticed, and hope that FFXIV mimics.
#1. Novice/Starter areas. Back in 2003, as a noob Vanadiel, I was overwhelmed by everything around me. You literally had to talk to everyone, and constantly check your quest log, to see what could be done. Obviously you could go outside and kill bee’s and worm’s, but it was still so much too swallow. WoW does it right with a starter area, although there’s is confined/determined by race. In addition they have a visual indicator for who can give quests, or completes quests. Now I don’t want the same type of huge ? and ! over peoples heads, but something more subtle, that wouldn’t interfere with environment. Plus it could always be enabled/disabled with a hotkey.
#2. Experience or equivalent from quests.
#3. Easy to get back into. With the number of breaks that I have taken from both games, I have always had an easier time getting back into WoW. For example, when I stopped the last time, I was a Hunter 44 roaming around in Feralas. Coming back, and getting readjusted to some things, and redoing my Talent tree, some recent changes made to the overall interface, made the transition easier. For example, after going back through my quest log, I was able to see which quests I could still remember what to do, and which ones I needed to abandon. Cool thing though, was that Blizzard made it to where your quests were now integrated into the map. Need to know the general location of where those 30 wolves are you need to kill? Its on the map. Can’t remember the location of that quest giver who was roaming the wilderness, that needs those 30 pieces of wolf meat? Its on the map. It was so easy to get back into the game in fact, that I quickly hit 50, and now I’m in Outland as a Hunter 64! Thats like three weeks, and 20 levels, playing how I play. Lol, I even had to go out and buy Wrath of the Lich King, because I didn’t want to hit the level 70 cap, and not have anything to do.
So thats enough of my rambling. I just had to get some stuff of my chest really. Until next time yall!

